Unit - chariot - IMPLEMENTED v0.991

These suggestions are in the game

Moderator: Endru1241

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Unit - chariot - IMPLEMENTED v0.991

Post by Dgkfadomo777 » Wed Apr 30, 2014 11:49 pm

The charriot was very quick and armoured. Considred tanks of older time. I dont have much properties but it should be well armoured good health, fast and and can throw spears or shoot arrows. Need help coming up with some more properties

Longinus
Posts: 63
Joined: Mon Apr 28, 2014 3:11 am

Re: charriot

Post by Longinus » Fri May 02, 2014 10:32 am

Please post an image of what you want for the charriot to look like...
SLIT!
Im'maKiRk

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: charriot

Post by Dgkfadomo777 » Sat May 03, 2014 12:13 am

Doesnt exactle have to look like this but this is close
Attachments
Screenshot_2014-05-02-16-59-22~2.jpg
Screenshot_2014-05-02-16-59-22~2.jpg (39.65 KiB) Viewed 15593 times

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: charriot

Post by balint » Sat May 03, 2014 7:32 am

and there is a second man behind the other who fight. he trhow spears, shoot arrows or fight with a sword or spear
This is Hungary and winter is coming.

Longinus
Posts: 63
Joined: Mon Apr 28, 2014 3:11 am

Re: charriot

Post by Longinus » Sat May 03, 2014 12:05 pm

Nice.. it may take a while to make it but I'll see what I can do :D
SLIT!
Im'maKiRk

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: charriot

Post by Stratego (dev) » Sat May 03, 2014 5:35 pm

here you can see the Age Of Kings / Heaven verison: http://artho.com/age/pics/unitsall.gif
an here: http://aoe.heavengames.com/academy/unit ... scythe.jpg

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Wed May 21, 2014 11:57 pm

I like the image with the first link maybe you could make it similair to that, additionally can anyone provide feedback here

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Thu May 22, 2014 12:02 am

Maybe there should be an archer charriot a spearthrowing charriot and a swordsman charriot each a diffrent unit. Of course it could also be a spearman (which is the unit) when it attacks and and hold achers and swordsman like a normal transport unit except they can attack while inside the charriot.

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Sat May 31, 2014 2:55 am

Does anyone think charriot is a good idea

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Sat May 31, 2014 3:55 am

Sure! We only need icon for it. And we should think of the "wagon like" idea because other games uses chariots like individual units not transports. But i like the tranport approach.

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Sat May 31, 2014 8:04 am

Yeah thats a good idea, and than, the charriot will have a low damage and can transport a few (1-2) unit(s)?
This is Hungary and winter is coming.

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Sat May 31, 2014 2:53 pm

balint wrote:Yeah thats a good idea, and than, the charriot will have a low damage and can transport a few (1-2) unit(s)?
I like that idea charriots usually held 2 or 3 units (counting the the one driving) the unit driving could still attack alone though

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Sat May 31, 2014 5:47 pm

Well, maybe little attack (horse hit the enemy)
This is Hungary and winter is coming.

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Sat May 31, 2014 5:48 pm

i started putting in a chariot using this image as a base.
64_unit_chariot.png
64_unit_chariot.png (5.1 KiB) Viewed 15318 times
i have problems with the suggested "wagon" approach
1. how many hp should a wagon-chariot have? (to not to be op.) since not the archer in it will be damaged but the chariot - or not? the unit inside will be damaged and if empty than the chariot?
2. how will an enemy (or even yourself) know what unit is in the chariot, imagine 10 chariots with the same image... I do not know how to work it around...

so i am about to create individual chariots: archer, spear (melee).

give me your thoughts please.

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Sat May 31, 2014 5:52 pm

transporting charriot

image: there is a man behind the rider and can't see it's weapon

hp: I think the unit inside should ve damaged and then the charriot. It should have not so much hp, maybe 10-15 and 2 armor
This is Hungary and winter is coming.

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Sat May 31, 2014 5:57 pm

what about my 2. point as a problem?

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Sat May 31, 2014 6:03 pm

same way as the wagon. the enemy can't kbow it, but you can see it by double click. image-problem: well it only carry infantry (archers swirdman, pikeman, hoplite....) and the icon would be the smae for every (a second man stand behind the other and show it's back to the player.
This is Hungary and winter is coming.

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Sat Jun 07, 2014 5:26 am

Only charriot is damaged if hit then the first unit comes out when destroyed

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Fri Jun 20, 2014 7:51 am

A good idea for the charriot is units ride and attack on it but only the charriot is hit when attacked. However when destroyed only one unit comes out or all the units in there die whatever is easier to program. I would reccomend that you get feedback from people here to avoid reprogramming if it is put into the game or just to get ideas/different prespective.

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Fri Jun 20, 2014 8:17 am

there is a pre-beta chariot version on the server (dev version)
try put and send me errors/suggestions. (it is not the carrier type)

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Fri Jun 20, 2014 6:12 pm

actually i dont like the new chariot behaviour...
i think no mobile unit is acceptable with rectangular size (2x1) - the move highlighs and the thing that horizontally it can go tru a 1 tile wide gap, but can not vertically - these are so odd.

only 2x2 would be good i think.

but that is not good for a chariot.
i think i will make the chariot 1x1 and let it extend some direction to overlap other units (eg upwards as a tower can "cover" the unit above it)


just thinking ....

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Tue Jun 24, 2014 1:42 am

Will the charriot be 1x1 rom now on. It could be an improvement

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Tue Jun 24, 2014 4:37 am

you mean you are waiting for the 1x1 chariot?

Dgkfadomo777
Posts: 232
Joined: Tue Apr 29, 2014 9:00 pm

Re: chariot

Post by Dgkfadomo777 » Tue Jun 24, 2014 5:21 am

Yes

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Tue Jun 24, 2014 7:20 am

Maybe it could be upgraded from knight.
This is Hungary and winter is coming.

Stratego (dev)
Site Admin
Posts: 9564
Joined: Fri Apr 25, 2014 9:28 pm

Re: chariot

Post by Stratego (dev) » Tue Jun 24, 2014 5:02 pm

balint wrote:Maybe it could be upgraded from knight.
definitely no :)

Storgar
Posts: 46
Joined: Mon Jun 30, 2014 11:53 am

Re: chariot

Post by Storgar » Tue Jul 01, 2014 6:09 am

I think some of the conversations about chariots here are overcomplicating it.
Keep it simple - its an attack unit. Ancient ones used to have scythes on wheels and very nasty people in them :p
My idea for one is this:
single tile used maybe image looks at it front on..
Trained in stables, cost 8 turns, HP 45, Power 14, attack range 1, Armour 4, Pierce armour 3, movement 4, sight 5, same bonuses as cavalry.
Also one could be done where the attack and bonuses is changed to that of an archer for chariot archers.

User avatar
balint
Posts: 1274
Joined: Mon Apr 28, 2014 6:38 pm
Location: Hungary

Re: chariot

Post by balint » Tue Jul 01, 2014 6:13 am

yeah, but we should try to be more realistic. abd chariots were much larger then a single knight.
This is Hungary and winter is coming.

Storgar
Posts: 46
Joined: Mon Jun 30, 2014 11:53 am

Re: chariot

Post by Storgar » Tue Jul 01, 2014 6:21 am

warships were much larger that a worker, threbs were much bigger than an archer, battering rams were prob the size of 10 men.
I didn't think the size was that important.

Storgar
Posts: 46
Joined: Mon Jun 30, 2014 11:53 am

Re: chariot

Post by Storgar » Wed Jul 02, 2014 11:08 am

Just to continue my above thought..
I like to think of them as pictorial representations rather than trying to gain accurate scale. You could even consider a unit to be a group of men rather than a single one, hence 1 unit of elephants would have less actual elephants than a unit of archers would have archers and in turn a unit of chariots would have less that swordsmen so each unit can fit onto 1 square.
I firmly believe that all military units should remain 1 square in size (the castle is fine as it is as its a special structure which would be very large). I think it it goes down the road of different units taking up different space then it will alter the game play quite significantly.

Post Reply

Return to “IMPLEMENTED - Mounted”